The Mastery of Ingenuity (Group)  

Quest Started By:Description:
Time:15 Minutes
Maximum Level:120
Monster Mission:No
Can Be Shrouded?:No
Quest Type:Expedition
Quest Goal:
  • Advancement
  • Loot
Success Lockout Timer: 72:00:00
Quest Items:
Related Zones:
Related Creatures:
Related Quests:
Era:Omens of War
Group Size:Group
Min. # of Players:3
Max. # of Players:6
Appropriate Classes:
  • All
Appropriate Races:
  • All
Entered: Tue Dec 7 21:25:09 2004
Modified: Thu Feb 3 02:23:56 2022
This is a single group trial which begins with The Projection of Realms (found in the southeastern part of the Muramite Proving Grounds, -4310, -2095, -307).

You say, 'Hail, Projection of Realms'

Projection of Realms says 'Halt, _____, and hear my words. Your background and your status are of no consequence. All are welcome to participate in the trials to prove their worth, or die trying. Whosoever approaches me has addressed the embodiment of Realms, keeper of the trials of Ingenuity and Adaptation. The former is a small-scale test, while the latter is large-scale. My task is to explain the rules and usher hopefuls into the battle arena. Would you like to hear the rules for [small-scale] or [large-scale] trials, or do you wish to enroll in [Ingenuity] or [Adaptation]?'

You say, 'Ingenuity'

Projection of Realms says 'When faced with an insurmountable goal - an unbeatable adversary - do you accept defeat or can you identify the weaknesses that reverse the odds and secure a win in your favor? Do you have the ingenuity to see through to victory even when facing certain failure? If you have this ability, now is the opportunity to prove your worth!'

Upon zoning in, you'll see the Master of Ingenuity on the central platform in the main room.

You say, 'Hail, Master of Ingenuity'

Master of Ingenuity says 'This is the Mastery of Ingenuity trial. You must demonstrate your ability to think on your feet, to defeat an unbeatable opponent. Are you ready to [begin]?'

You say, 'We're ready to begin'

To win the event you must kill the Master of Ingenuity. Unfortunately, he is immune to damage from magic and normal weapons. He can only be damaged by the special bane weapons held by the Dragorns on the smaller podiums around the edge of the room.

The boss is immune to magic, so you'll need to use disease-slow. The dragorns you fight for bane weapons are partially slowable and don't hit very hard.

Kill the boss to win the trial.

When he dies a Shell of the Master will spawn containing one loot item.

If this is the first time you have beaten this particular event you will also gain an AA ability called Trials of Mata Muram this will increase your resist cap for all resists by 5.

Winning will give a three day lock out for this trial.
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Mercs will attack
# Jan 26 2013 at 9:33 PM Rating: Good
3,212 posts
We just did this tonight 2 ranger and cleric players and tank merc. The tank had him down to 60 percent before we claimed the first bane weapon. He was also damaged by the ranger arrow spells. Rangers were 95, cleric 91 so lasted all of 5 min.
corruption works
# Oct 22 2012 at 9:50 AM Rating: Decent
219 posts
If you are a necro just chain cast corruption dots.
Merc DPS?
# Oct 18 2012 at 7:02 PM Rating: Decent
74 posts
Can rogue DPS mercs hurt him?
Merc DPS?
# Apr 30 2013 at 1:42 AM Rating: Default
153 posts
Yeah, all you need are rogue mercs.. they mess him up~
# Oct 03 2010 at 11:09 AM Rating: Decent
This is pretty much trivial now. We didnt mess with the bane weps at all.
Mnk, Rng, Brd with pet weps + pet AAs beat him down in about 90 seconds.
Confirmed: HT = Win
# Aug 07 2010 at 10:13 PM Rating: Decent
91 posts
AKAeminemAKA was right; I walked my level 85 SK in there and HT (maxed) the Master and he fell like a rock. Didn't bother with the weapons.

SK ownage
# Oct 25 2009 at 6:00 PM Rating: Decent
lol sk harm touch and leech touch = him dead
Can You Solo Task with just your Murk?
# Oct 15 2009 at 10:23 AM Rating: Good
37 posts

I want to Finish up my "Trail of Mata Muran" AA Tasks.
Never managed to find a Group to do them in the past.
Now that I got my Murk, I was thinking is that a-nuff?
Does SoE let me solo it like that?
It's So So So Tuff getting a Group to do these kinda things.
I know I can Do it Solo like with 57k-hp Buffed, and the Murk would just be there for What Ever's.

Can You Solo Task with just your Murk?
# Jul 22 2010 at 5:32 PM Rating: Decent
286 posts
3 player minimum
Can You Solo Task with just your Murk?
# Apr 29 2013 at 1:41 AM Rating: Default
153 posts
Nidachi wrote:
3 player minimum

It's actually 2 player to get the dz, you need 2 in the zone to get the master to start the trial.. and the merc does not count as one of the two.
Ingenuity win tactics
# Jul 26 2009 at 9:49 AM Rating: Default
OK I went to backtrack to get these missions for the resistence increases as an 85 necro boxing an 85 druid. On this trial we went in and sent in a merc tank, my pet, the druid's pet and all my various clickie AA pets and we went straight at the named on the center platform without going after any of the mobs around the platform. It took the pets less than 2 minutes to beat him down for a win. Forget about bane weapons and everything else. Just go straight at him. Walk up to him and say begin and beat him to death. BTW none of my necro spells would stick. Had to pet melee him.
Still a lockout
# Apr 02 2009 at 8:09 AM Rating: Decent
57 posts
SOE should really consider removing the lockout timer now that gear here is not worth farming. Toons that have not done these still need to do them for the resist bump.
Whorl of Fists
# Jan 16 2009 at 6:40 PM Rating: Default
Clawstriker's, Wheel of Fist, Whorl of fist line DOES land on this guy.
very easy
# Jan 15 2009 at 4:57 PM Rating: Decent
Did this solo tonight (had 2 afk'ers for required 3 in group). Level 85 mage, t5 SoD geared; took about 30 seconds. Pets apparently don't need the bane weps to blow it apart.
very easy
# Jan 19 2009 at 1:12 AM Rating: Decent
Do the afk'ers have to be in the zone with you?
very easy
# Mar 13 2009 at 4:39 PM Rating: Decent
240 posts
No they don't same with mercs.
very easy
# Apr 03 2009 at 4:14 PM Rating: Decent
afk'rs dont have to be in the zone with you to get the mission but to actually get credit on the mission(to get the resist raises) they have to be in the zone from the start till the end of the mission if i remember correctly
very easy
# Oct 03 2009 at 12:38 AM Rating: Decent
That would be incorrect. AFK'ers can get credit by zoning after the event is complete. Did this on a 65 shaman and 65 warrior after beating it with a 85 mage then zoning out to CoH them to instance zone in. Soon as the zoned in they got credit for the trial.
# Jan 01 2007 at 2:50 PM Rating: Decent
Just completed this with mag, clr, shm all 75
- Malosinia rk 2 landed
- Slowed using Turgur's Insect
- Earth pet (75) tanked w/ new TSS armour & weapons
- Chain casted Ragent Servant
- Used mag and shm multi pets
- Be sure pet is full health near 10 perc & DI'ed for enrage
- Easy win, was fun.
# Nov 26 2008 at 2:57 AM Rating: Decent
Why make things harder on the healers? When pet engages mob, put it on guard. When mob enrages... /pet hold. When mob is done enraging. /pet attack
Pet wont eat rage unless it ripostes.
weapons poof?
# Oct 21 2006 at 12:32 PM Rating: Decent
I've done this trial twice (once to 10% and once completed) and both times only ever used one suffusive weapon. I'd get the message about it warping, but it never poofed. The fight wasn't extremely short either, about 5 minutes. So.... I thought the weapons were supposed to poof? This happening to anybody else?
easy now
# Jun 11 2006 at 1:10 AM Rating: Decent
make up was: pally, pally, druid, druid, mage, mage.
win, fight took about 2 minutes. with 13 to spare. mages just used Raging Servant and mini pets.
Try this on for size !!!
# Mar 10 2006 at 8:00 PM Rating: Decent
This trial is way to easy. Normal strat kill dragorns, loot bane damage weapons, use bane damage weapons to kill named. That method is the Suxxor! Get your self a knight, one good at holding agro without melee damage, 2 healers, and 3 pet classes with DoD pet spells (don't wory about a slower mob can not be slowed) Have your Knight get the mission and Hail the Boss mob inside and let the fun begin. Healers heal tank, tank holds agro and Pet classes spam cast DoD pets which are all able to damage the boss mob WITHOUT BANE WEAPONS. Rince and repeat, keep your tank alive for 5 minutes and you are one step closer to being Anguish keyed. I suggest you do this before it get NERFED =/

Safe hunting.
Try this on for size !!!
# Sep 10 2006 at 1:18 PM Rating: Decent
Great strategy if the same classes/people dont mind doing the same trial over and over and over and over and over and over and over again.

Yes cast damage does 100% of the normal damage and melee sans the special weapons does next to nothing, but it is not that hard to loot the weapons, hand them out. If it had to be done in 2 mins, then the event would only be 2 mins long.

As of now they havent nerfed it and even when they do, the 90% of the game tht are not casters will still need to do it this way to win so no biggy either way.
#REDACTED, Posted: May 10 2006 at 1:31 PM, Rating: Sub-Default, (Expand Post) Hmm seems my post got deleted. Ok I post it again.
RE: Try this on for size !!!
# Mar 19 2006 at 5:57 AM Rating: Decent
574 posts
Just for info this trial has nothing to do with becoming Anguish flagged. It is only for gear and the Trial of Mata Muram resist AA. Sounds like a good stra though, expect it has been fixed by now though.
The Real Iksar

Starting with out aggro?
# Nov 30 2005 at 6:59 PM Rating: Decent
Is there any other way of starting this trial and keeping the Boss from aggroing?

Bard with Fade
Monk FD
Wiz with instant evac

Will any of these work? I dont se why monk FD should not work, but how about a wiz with a couple of runes on (si he dont get killed in the first round).
RE: Starting with out aggro?
# Dec 22 2005 at 2:35 AM Rating: Decent
I can confirm that both Monk FD and Wiz instant evac will work for triggering this trial but with out aggroing the Master. If using a wiz, make sure u run back to the trial area asap.
Not sure if bard will work but doubt it.
RE: Starting with out aggro?
# Mar 09 2006 at 1:01 AM Rating: Decent
You can also use a Rog, start the event the Rog with use Escape aa. Gather some weapons the go to it on the named.
RE: Starting with out aggro?
# May 10 2006 at 2:52 PM Rating: Good
3,128 posts
HAve twice done this trail with me doing the rogue escap thing to clear aggro. We did fail both times due to the master aggroing later accidentally after aggro clear when cleric went too close to master and again when another did same. He does not have a small aggro radius and you pretty much have to hug the wall in order to avoid re aggro.
# Aug 09 2005 at 11:34 AM Rating: Default

Does the timer on weapons start when they are looted or when they are attuned?

And it looks like it's not worth giving a pet these weapons as the pets will "poof" early.

Would coh work the same as using a rogue to trigger?
A few hints and answers
# Aug 27 2005 at 6:10 AM Rating: Good
180 posts
The timer on the weapons starts when you loot. One time I did this trial and my group looted weapons as we killed the mobs, but did not attune them (equip them). Every so often, as we killed more mobs, I got the message that my weapon was warping slightly. Sure enough, less than a minute after engaging the Master, my weapons poofed.

The next time we did this trial, we left the weapons on the corpses until we were getting ready to engage the Master. The weapon lasted much, much longer.

While I'm posting, I would also like to say that I believe that casters are not so bad to have on this trial. The weapons have a clicky nuke effect that is usable from inventory. It does like 800 damage. The ratio on the weapons isn't that great, so 800 damage is actually better than how much damage the melees are dealing. The only problem is that the Master does turn Reflective, which turns the click nukes back on the casters for, I've heard, 1200 damage.

Our enchanter charmed one of the dragorns and used it on the Master. It seemed to work fairly well, though the Master did dispell it after 30 seconds or so. Anyhow, the enchanter kept chaining pets and seemed to hold his own quite well in this trial. Don't shun the casters!
Other Technique
# Jul 18 2005 at 1:10 AM Rating: Decent
Here's what you do.. Much easier and mana efficient.


At the beginning of the trial, instead of sending in the tank and cleric to tank for the whole fight (which is VERY mana consuming) just have the rogue go up to the Master and start the event then escape away.. Master will be left in the middle with no agro (as long as you don't get too close) and you are free to farm weapons and conserve your precious mana.

Continue to farm weapons for around 5 minutes or so... no need to leave the platform of the first mob on your right... they repop fast.. After killing for around 5 minutes, have your tank and DPS loot weapons and engage Master..

Now the fun part ) Weapons go poof! just have everyone run back and grab weapons (make sure to grab a pair for the tank).

Rinse and repeat until he is dead ) there you go.. Easy way to avoid wasting the tanks defesive and all of the clerics mana plus you don't need to worry abot farming weapons in the middle of your fight!
RE: Other Technique
# Oct 21 2005 at 1:42 AM Rating: Decent
Question, does bard fade work or does he see invis?
RE: Other Technique
# Aug 10 2005 at 8:25 AM Rating: Decent
45 posts
I have tried this trial 2 ways. One way is where the tank starts the trial and keeps agro while rest of grp farms weapons, then jumps in as they get them. Each time we did this way, we failed. The other way I have done it, is the way Linerian wrote up here. I (the rogue) went and started the event and then escaped. We were able to farm the weapons quickly with no Master agro. Once we had the weapons, we pulled the Master and burned him down. Only needed to get new weaps 1 time. Was much much easier this way.
RE: Other Technique
# Jul 18 2005 at 8:46 AM Rating: Good
3,705 posts
Even with a pretty good mana pool, I found healing on this to be a challenge. Slow does almost nothing, so the strategy we use which works real well, is to use two clerics and no slower.

CH would be incredibly scary to use, without someone using elixirs or lights in between. The boss has very high dps for a single group mob.
heres the deal
# May 16 2005 at 9:58 AM Rating: Default
have 1 tank 13k buffed needed 2200 ac buffed(around that)
1 cleric 7k mana needed
1 offtank can be a ranger easy
1 slower (shammy cause of fast slow is nicest)
1 nec (feeds)
1 war (see above)
1 mage ( mages have a 450 ds witch is verry verry usefull in here)

cleric and war keep master buisy rest farms bane weaps don,t forget to click em on master (only spell that will land)

Get enough bane weaps for pet and MT then just keep healing and feeding and voila u got him
RE: heres the deal
# Jun 04 2006 at 2:15 PM Rating: Default
1 slower (shammy cause of fast slow is nicest)

I use clickie slow as an enchanter and beat Shaman slowing mobs almost everytime.
RE: heres the deal
# Sep 16 2006 at 2:23 PM Rating: Default
Silly to get drawn into this, but a shaman is going to generally slow a mob earlier than a chanter.
- If either slows too early they may get squished, but aside from that.
- Shaman Balance of Discord is a 1.5 second cast, with a 6 second recast and a -60 magic resist. The -60 magic resist makes a large difference.
- The Forlorn Deeds on Janilyn's Serpent of Vindication is a 3 second cast with a 0 magic resist mod, so it will be resisted more often. Now, since it is a clickie it has no recast time, but it must be equipped to use. So Janilyn needs to swith out her epic 2.0 to the serpent of vindication, which means she is not getting her epic 6% aggro reduction, then switch it back after slow sticks.
- Forlorn Deeds does have a 250 range vs. a 200 range on Balance of Discord, but that makes very little practical difference. Same with the duration. Forlorn also lasts longer, but (at least in exp groups) most mobs are dying within 1.5 mins anyway.
- Now, I'd still take a clickie most anyday just because of the mana free element.

Just pointing out that a Shaman will generally be able to slow a mob more quickly than an Enchanter.
RE: heres the deal
# Apr 10 2008 at 7:33 PM Rating: Decent
17 posts
Yes, shm vs chanter slow is silly BUT.. you left out one important fact. Before spell awareness leader aa, no one could tell when chanter cast tash. Therefore, chanter could tash and immediately slow, landing slow way before shaman with malxx/slow. It's the knowledge that tash has landed that allows the fast slow.

Most likely, the shaman cast slow before the chanter began to cast tash. It was resisted, so she casts again or casts malxx whatever then slow. Meanwhile, the chanter has slowed the mob.

Point being, shaman slow is WAY faster on a debuffed (tash or malxx) mob.

Trial of Ingenuity
# May 16 2005 at 9:43 AM Rating: Decent
23 posts
Group Makeup: Warrior Cleric Dps Dps Dps Secondary Healer

This trial should take about 10-12 of the 15 minutes to complete. The cleric and the warrior will tank the named for the entirety of the trial, on the centre podium where he spawns. The warrior will use defensive on inc, and the cleric will basically chain cast cheal for the duration of the battle.

Ops group will begin farming weapons while the cleric and warrior do their thing. Farm mobs have low hp and don't hit for very much (ranger or beastlord heals will be fine). Most are permarooted, but occasionally they will spawn as moveable. About 8 mobs worth of weapons seems to be enough to kill the master. Wait until you're ready to use the weapons to loot them--- they do indeed poof after a set amount of time.

Once you've farmed your mobs and looted your bane, assist the warrior on the master. The master has two phases (Reflective Aura) and normal. Have someone moniter him and note when reflective aura drops, so as to have your melee right click their bane weapons for unresitable damage. Monk nukes will also work.

After this, this trial is pretty rudimentary. Have your secondary healer spam heal on the warrior until defensive pops again, and proceed to beat the master silly.

Edited, Mon May 16 10:43:48 2005
Changes to Trial of Ingenuity
# May 08 2005 at 2:29 PM Rating: Decent
Having used the excellent guides by Gemdiver on EQcastersrealm for the MPG trials, I wanted to note the changes that have occured to the Trial of Ingenuity:

- Farmable mobs are perma-rooted, but still have a very fast respawn time
- Named is still immune to all spells
- Weapons are on a timer now, and will poof regardless of whether they are used or not
- The DD proc on the weapons vs. the named is reflected when the named on the boss changes to "Reflective Master of..." (lands for 800 on named, is reflected back for 1200 on players)
- Bane weapons poof within seconds when dropped on the ground.

Edited, Sat May 14 19:04:29 2005
Changes to Trial of Ingenuity
# Aug 06 2022 at 5:46 PM Rating: Good
55 posts
Changes to Trial of Ingenuity
# Aug 26 2006 at 12:01 PM Rating: Decent
29 posts
- Farmable mobs are perma-rooted, but still have a very fast respawn time

Tried this today, was told by a group member that the Stoic mobs were supposed to be permarooted and did not summon. They weren't and they did!

RE: Changes to Trial of Ingenuity
# Jul 09 2005 at 4:23 PM Rating: Good
151 posts
Weapon mobs are now non-rooted again (at least after they've taken some hits).
Named isn't immune to Manaburn :)

One thing for a wizard to do with new DoD AAs is to keep Pyromancy on him constantly (it can proc even though he resists or reflects your DD). 500/tic isn't bad compared to your melee dps :p

Edited, Mon Dec 26 20:49:56 2005
RE: Changes to Trial of Ingenuity
# Sep 27 2005 at 7:37 PM Rating: Default
he is only immune to "magic" type spells not magic in general. also manaburn is an irrestiable spell as long as spells work on the mob.
Pets no longer as useful
# Apr 20 2005 at 1:55 PM Rating: Default
Pets now poof with their weapons or something of this nature. They will randomly die, generally well before they were useful :(.

Dragorns are no longer pullable you must stay at 1 platform or risk trying to move between a few which always caused LOS aggro on boss for my groups. Best bet is to get really good players get them a few sets of weapons from 1 Dragorn Pedestel and pray.
# Mar 31 2005 at 6:44 AM Rating: Default
Slow is nerfed in this trial now, along with the ds. Our shm could not land diseas slow at all, nore could i land disease dot to lower dr. He is prob still dr slowable, but his dr seems to have been buffed up to about 400.
# Mar 27 2005 at 6:37 PM Rating: Decent
hmm tryed the trial today and despite what the description says i couldnt land disease slow even after MD or / PD :s
so imo just focus on dpsin
DS use
# Feb 08 2005 at 9:38 AM Rating: Decent
On Febuary 1st we went to do the trial and i got a nasty suprise. First hit strip off every DS i had on, Lost my SK hitpoint buff, Mage DS, Shaman Potion click, and 24 click of my pauldron of auspice. WE had to use a different technigue we equip all the pets in the group with items and then sat outside of trial for 2 hour and went again.
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